1.25 million team?
- Ivesy_boy
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1.25 million team?
There is a tournament down here in Sydney next month, Leviathan, running with 1.25 million starting cash and from the site seems to say it'll ru using full league rules for 6 matches. If i go i make it, i'll take orcs, but i just wanted to know if anyone had played under similar rules to these, and what sort of team i'll run into.
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- Zy-Nox
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1.25 million using league rules LOL
Take Khemri then, 4 strength 5 'ers and the the possiability to hire ramtut
for that price you should get a near full roster and 3 to 4 re rolls .
Take Khemri then, 4 strength 5 'ers and the the possiability to hire ramtut
for that price you should get a near full roster and 3 to 4 re rolls .
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Unless they meet khemri first game
and get battered... as i presume injuries are carrying over as it is full league rules

and get battered... as i presume injuries are carrying over as it is full league rules

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I remember hearing some funny stuff about extra money tournaments. They were originally designed to give Elf teams a chance at some positional players to compete with everyone else. What seems to happen in the tournaments though, is that all the other teams fill out their rosters with the extra money and have plenty of rerolls and spare players to deal with the pointy-eared gits.
If it's being treated like a league setting, then it would be tough to beat a good Orc lineup. I guess it depends on what the scoring system is, though. And whether stars can be hired would make a bit of a difference, too.
If it's being treated like a league setting, then it would be tough to beat a good Orc lineup. I guess it depends on what the scoring system is, though. And whether stars can be hired would make a bit of a difference, too.
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If they are going to allow experimental teams how about a Chaos Pact.
Get a little bit of everything that way.
Team 1
3 reroll------------270k
1 apothy---------- 50k
7 ff---------------- 70k
8 norse------------400k
1 chaos warrior --100k
1 skaven thrower--70k
1 norse catcher --- 70k
1 ogre ------ 120k
1 troll ------- 100k
total 1,250,000
If you dont mind not having any cheerleaders or asst. coaches to start. This would give you some str players with your two big guys and chaos warrior. Also with the chaos warrior if you get lucky and roll doubles you can take tentacles to piss off those AG teams. You have the skaven thrower good movement and with pass and surehands.
All the norse linemen with block and rather cheap to replace if you need to. A norse catcher again with block and catch. And starting with 13 players in all.
Team 2
2 rerolls ----- 180k
1 apothy -------- 50k
8 ff ------- 80k
8 norse ------ 400k
1 chaos warrior-- 100k
1 gutter runner ----80k
1 orc thrower------ 70k
1 ogre ----------- 120k
1 troll------------- 100k
total------- 1,180,00
This team leaves you some cash for cheerleaders and asst. coaches if you like. Still get the same str players as well as the norse lineman.
However we get a gutter runner as our catcher improved AG and Movement. And a orc thrower a little less movement but 1 more armor.
Still 13 players but if you want to have some fun drop a norse lineman say screw the cheerleaders and asst.coaches and pick up a minotaur for a 110k that would still leave you 10k in the bank.
Mind you if this choice is depending on what WA rule you are using
Get a little bit of everything that way.
Team 1
3 reroll------------270k
1 apothy---------- 50k
7 ff---------------- 70k
8 norse------------400k
1 chaos warrior --100k
1 skaven thrower--70k
1 norse catcher --- 70k
1 ogre ------ 120k
1 troll ------- 100k
total 1,250,000
If you dont mind not having any cheerleaders or asst. coaches to start. This would give you some str players with your two big guys and chaos warrior. Also with the chaos warrior if you get lucky and roll doubles you can take tentacles to piss off those AG teams. You have the skaven thrower good movement and with pass and surehands.
All the norse linemen with block and rather cheap to replace if you need to. A norse catcher again with block and catch. And starting with 13 players in all.
Team 2
2 rerolls ----- 180k
1 apothy -------- 50k
8 ff ------- 80k
8 norse ------ 400k
1 chaos warrior-- 100k
1 gutter runner ----80k
1 orc thrower------ 70k
1 ogre ----------- 120k
1 troll------------- 100k
total------- 1,180,00
This team leaves you some cash for cheerleaders and asst. coaches if you like. Still get the same str players as well as the norse lineman.
However we get a gutter runner as our catcher improved AG and Movement. And a orc thrower a little less movement but 1 more armor.
Still 13 players but if you want to have some fun drop a norse lineman say screw the cheerleaders and asst.coaches and pick up a minotaur for a 110k that would still leave you 10k in the bank.
Mind you if this choice is depending on what WA rule you are using
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- Zy-Nox
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chaos pact
*laughing my Farming arse off*
i beat the fck out of pact with zons
KHEMRI
OR WOODIES
SERIOUS YOU DONT TAKE THESE THEN
*laughing my Farming arse off*
i beat the fck out of pact with zons
KHEMRI
OR WOODIES
SERIOUS YOU DONT TAKE THESE THEN

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I did some analysis of TR110 against TR100 and although they are quite different, High Elves and Dark Elves did not do any better. Given that they are quite poorly performing teams overall it basically meant that TR110 does not deliver more balanced tournaments than TR100.
At TR125 with normal progression - I'd think long and hard about Orcs (4 BOBs and a Troll. 4 Blitzers, 2 throwers, plus rerolls etc). Very serious team that a lot of the competition wont stand up against.
Lizardmen should also do very well as no one (apart from Dwarves) will have much tackle and they can afford the rerolls they normally don't managed.
Woodies would be another top tip. 2 wardancers and you could even squeeze in a tree.
At TR125 with normal progression - I'd think long and hard about Orcs (4 BOBs and a Troll. 4 Blitzers, 2 throwers, plus rerolls etc). Very serious team that a lot of the competition wont stand up against.
Lizardmen should also do very well as no one (apart from Dwarves) will have much tackle and they can afford the rerolls they normally don't managed.
Woodies would be another top tip. 2 wardancers and you could even squeeze in a tree.
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Ian 'Double Skulls' Williams
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I know the numbers suggest it, but i still don't believe it. There are still too many side effects in the numbers. In Mannheim we had a Wood Elf vs. Dark Elf final, and i don't think this would ever happen in a TR100 tournament.ianwilliams wrote:I did some analysis of TR110 against TR100 and although they are quite different, High Elves and Dark Elves did not do any better. Given that they are quite poorly performing teams overall it basically meant that TR110 does not deliver more balanced tournaments than TR100.
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I'd even suggest to start Woodies with 4 Catchers, 1 Thrower and 2 Wardancers. The Catchers should advance very fast. From my experience at fumbbl (uncertain how well that translates into such a league) Lineelves are almost superfluous for a successful wood elf team. You need to make proper decision for skills though (i.e. Block Side Step for Catchers first, Dauntless on a double).ianwilliams wrote:Woodies would be another top tip. 2 wardancers and you could even squeeze in a tree.
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How about
6 Line elves
3 Catchers
2 War Dancers
1 Tree
Apoth
1 FF
3 RRs
That's 12 players, lots of rerolls & catchers. Not a bad line up.
I reckon the tree is vital because everyone will be maxed out on positionals - so there will be a lot strength out there.
Hell, with all that money you can put together a decent Chaos team (Ogre, 4 CWs, 7 beastmen, 1 apoth, 5 FF, 3 RRs.
6 Line elves
3 Catchers
2 War Dancers
1 Tree
Apoth
1 FF
3 RRs
That's 12 players, lots of rerolls & catchers. Not a bad line up.
I reckon the tree is vital because everyone will be maxed out on positionals - so there will be a lot strength out there.
Hell, with all that money you can put together a decent Chaos team (Ogre, 4 CWs, 7 beastmen, 1 apoth, 5 FF, 3 RRs.
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Seems like a pretty sollid line up. At a 110 TR tourny I usually take something similar (without the tree and the apoth). Apart from the really bad games, you usually can keep your elves alive. 5 x dodge and three rr see to that. Don't bother with a thrower. He is useless in such an environment: he won't pick up enough star player points. Wood Elves should be very compatative at 125-180 TR. Watch out for dirty players, though.
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